I've only modeled a couple characters before and this is my third time trying, I'm looking for some feedback on what I can do the next time I approach modeling a character that will help me create a better model. I had a hard time doing this... a very hard time.
Here is my mesh
http://i49.tinypic.com/263x937.jpghttp://i47.tinypic.com/25qxhk9.jpg
Replies
Okay, first off your topology is a big ol mess. Probably the most important lesson you need to learn about modeling is how to control your topology.
I can see you have issues where an edge loop you need in one area goes all the way around your model and is just wasted geometry in another area. That's an indication of bad 'flow' in your model. You should try to plan out your model so that geometry is there when you need it, and gone when you don't need it.
Best way for you to learn at this stage is to check out the wiki.
http://wiki.polycount.com/CategoryTopology?highlight=%28%5CbCategoryCharacter%5Cb%29
And like garriola83 said, check out the joan of arc tutorial. It's where a lot of character-modelers first start out.
Here's a link. http://www.3dtotal.com/ffa/tutorials/max/joanofarc/body1.php
Topology aside, you have a lot of anatomy issues. This is a separate problem, and it'll be easier to solve this one using a sketchpad. Do figure drawing. Study it. Read books about it. Practice it a bunch.
Here's some more links.
Figure drawing book:
http://www.alexhays.com/loomis/
Figure Drawing practice:
http://lovecastle.org/draw/
http://artists.pixelovely.com/practice-tools/figure-drawing/
Im actually decent at traditional skills sets I just have a hard time implementing them in 3d.
I don't have any control.
I did this yesterday in probably 5 minutes...
http://distilleryimage10.instagram.com/2a609a88180b11e2ad6922000a1fa410_7.jpg
Thanks again everyone.
You do already have a pretty solid 2d foundation. I suggest you approach 3d modeling in the same way. Block it out, then refine it.
Here's some tutorial type images I made a couple years ago (2 are gifs). They pretty well illustrate what I'm talking about - the models in them are very low-poly. That's because if I set up the basic shapes and some basic topology that works early on, then I can easily and cleanly add detail later. A major mistake I see people making is trying to add too many polys too early.
EDIT: dammit, I can't attach this gif because polycount hates the resolution. Oh well, it's embed time.